Stellaris

Stellaris

No_Sectors
48 Comments
Ravemaster99 30 Dec, 2018 @ 10:37am 
Works on 2.2?
Reef 3 Mar, 2018 @ 9:50am 
seem to crash the game on startup in 2.0
allthrough it could be colliding with another mod
Lord Antony 11 Dec, 2017 @ 4:52am 
Any updetes for the last patch?
Esgal 2 Nov, 2017 @ 5:41am 
Stellaris always freezyng, then I go to Planet an Sectars windows. Support dont now why. So this mod really save me. No I dont need to go to that window. Thnx)
MiSHiMa  [author] 20 Oct, 2017 @ 2:54pm 
"WERWOLF-SS", it doesn't work for you, but you could explain a bit, because I guess the steps of subscribing and activating the mod in the launcher tab have done so. Have you activated any mod? Because it may be incompatible if you try to modify the same values as this mod does.
admsean 20 Oct, 2017 @ 12:40pm 
Deleting the mod from the mods folder on my mac made it work after I resubscribed. Thanks for that tip!
WolvesofZiu 19 Oct, 2017 @ 3:20pm 
It is not working for me.
MiSHiMa  [author] 16 Oct, 2017 @ 1:54pm 
I think that for you to update it on your Mac you'll have to delete it completely and resubscribe. In Steam the mod's have a reference number to identify them, this mod is 842477664, look for where the mod is installed and delete the files, and be careful not to leave anything. Because in windows it is installed in 2 different places, one side is a kind of listing of the mods of that game, in this case Stellaris (nº in Steam 281990 of the game Stellaris), and the other where the mod is compressed in the installation of steam.
admsean 13 Oct, 2017 @ 2:53pm 
Okay, an update with my issue. It will update on my windows computer but not on my Mac.
admsean 12 Oct, 2017 @ 6:04pm 
It doesn't seem to want to let me update to version 1.7. I've unsubscribed and resubscribed multiple times and it still won't update.
MiSHiMa  [author] 6 Oct, 2017 @ 5:34am 
It's already updated.
Dark_453 4 Oct, 2017 @ 10:09pm 
Hi there, Thanks for your effort in making this. I would like to use this in a stream over the next few weeks.. any chance will be updated to lastest version by then? Or Could i have permission to make a fix my self. - (i would take it down when you upgrade yours.)
Durandal 25 Sep, 2017 @ 11:04am 
@Stumpling Patience
Lordchungass 24 Sep, 2017 @ 7:20pm 
will this get an update?
MiSHiMa  [author] 24 Jul, 2017 @ 12:20pm 
As you seem to want an answer, I'll give it to you. I do not intend to destroy anything, as you imitate. I'm just saying what I said in the description of the mod. It is illogical to pretend that we are not players capable of handling more than 3 planets / systems. It implies that Paradox considers us useless, especially at the beginning of the development of any empire that is the most important phase. And we have to leave the systems in control of an AI that is useless and pathetic. I'm sorry but I refuse, when I play I even prefer to have the negatives of -10% of each system in order to keep controlling the development of the planets, which AI does not know how to construct but has an excess of resources. By saying that I have reached a -50% and still I have continued to expand and develop my empire. With that I tell you everything.
Boomer Aang 23 Jul, 2017 @ 2:18pm 
In the vanilla game, I can get 12 core systems fairly easily. Also, telling people that pacifism, efficient bureaucracy, and the repeatable +1 core system tech (which takes up a valuable tech slot when choosing what to research) are useless and that they should just ignore them isn't a good idea. If you think the core system cap hurts the game, that's fine. However, don't break entire other parts of the game just because you don't like the core system cap.
MiSHiMa  [author] 10 Jul, 2017 @ 1:03pm 
I think that in the end I understood you. XD
You would like the ethics and politics, especially of the pacifists, that give extra systems for the main core did something else so that they would not be wasted.
It would have to see what they are, where they are, how to change them, and because specifically in the vanilla.
But an easier option is that knowing that these ethics and policies do not matter, so choose others. XD
Kii 10 Jul, 2017 @ 8:37am 
I'm making a suggestion. You know how, lets say, pacifist gives +2 core systems? This is completely worthless due to the mod, making playing pacifist, or say, going into the expansion tree less appealing. I'm asking if perhaps you could add to the mod so that it alters the base-game techs, ethics, etc. that increase core system limit, as this is pointless and a waste with the mod, but it's a very nice and needed mod.
MiSHiMa  [author] 10 Jul, 2017 @ 7:09am 
I think I either did not understand you or you did not understand what the mod does. The mod changes the core system to handle only 3 systems to 999, and in the number of sectors that you can have also something similar happens, going from having a maximum of 2 to 100.
PD: Sorry for me english. If you want speak with me in more detail add how friend.
Kii 9 Jul, 2017 @ 1:38pm 
Can't you edit them and add them to the mod? It's frustrating with how useless some things are that give more core planets due to the mod, but it's a really useful mod given how awful Sectors are.
MiSHiMa  [author] 8 Jul, 2017 @ 1:20pm 
Yes, I would also like to see those changes in the vanillal game, but just in case I'll wait sitting for those changes xD
Kii 7 Jul, 2017 @ 4:29pm 
Could it perhaps change what vanilla things grant extra core systems/sectors? Feels like it's gimping certain choices, or even flat out making them pointless, due to half their purpose (or all of it) being to grant additional core systems/sectors. Would be really nice to see these things changed.
MiSHiMa  [author] 23 May, 2017 @ 8:06am 
Chip Chipperson, I'm sorry I did not answer you before, but I've been pretty busy. Regarding what you mention of influence, that -30% do not know what it can be, taking resources from the sector only removes 100 points of influence from the total you have, but you can not take out. The mod changes those 100 to 0 so you can always take out resources.

For what you are commenting, it sounds like mod conflict, I think. Some other mod that also tries to alter the variables that changes this. I say this for your comments on energy.

If you have more doubts add me as a friend and comment.
Krakhun 22 May, 2017 @ 8:32pm 
100% agree with you, this change is a real improvment, thank you
Sir_Davin 17 May, 2017 @ 11:02am 
thank yo sooo much
:mailedfist:
Chip Chipperson 15 May, 2017 @ 1:16pm 
HI, this seems to not be working. I'm showing "-30% influence" when I mouse over influence. I'm fine witht the alerts I'm getting but don't want to take the influnce hit. Energy doesn't seem to be taking the hit, however.

Thanks
MiSHiMa  [author] 9 May, 2017 @ 9:59am 
I've moved messages that make references to mod errors to the post I've created for it, and thus have them all together in a collection. Questions and queries that are not direct I have left here.
Gonflick 17 Apr, 2017 @ 5:21pm 
thank god for this mod, been playing for 2 weeks w/o internet and lack of sector control killed me every time, THANKS
MiSHiMa  [author] 14 Apr, 2017 @ 10:50pm 
Fixed problem of incompatibility with other mods that modify the file 00_defines.txt
Osiris 14 Apr, 2017 @ 3:11am 
You've included all the defines from the original game into your mod, therefore overriding any defines changed by other mods
MiSHiMa  [author] 11 Apr, 2017 @ 9:07am 
Paradox has fixed the problem of changing the amount of resources you put in a sector to negative and now you can no longer draw resources that do not exist.
rakkaus 10 Apr, 2017 @ 4:45am 
External link please
[AR|⦿]Krizzle 5 Apr, 2017 @ 10:31am 
I started a new game in the Old Republic total conversion mod, and this no sectors mod stopped working a few hours into it, I was wondering if you knew the reason?
MiSHiMa  [author] 4 Apr, 2017 @ 5:13pm 
Sorry but I can not find any meaning to what you say, how can it stop working at 5 o'clock? The variable that says you can handle more than 5 systems, in this case the mod changes it to 999. I just think that some research you've done manipulate that variable by expanding the value, and then do it wrong. If that's what you mean it stops working. But in theory he should never stop. I myself have been playing with the mod a session of more than 24 hours and did not give any problem.
[AR|⦿]Krizzle 4 Apr, 2017 @ 12:56pm 
For some reason this mod stopped working like 5 hours into my game using the Old Republic mod, any idea what caused this?
MiSHiMa  [author] 4 Apr, 2017 @ 9:48am 
The mod does not interfere with AI in any way, but AI is known to have never done very well overall. There are many complaints about AI even in the Paradox forum. With the new 1.5 Banks patch have improved somewhat, we will see if they have fixed some of the problems it has. Because the one that you are commenting to me when the planet is negative food and the population does not grow and stagnate the planet. But as the food will now be a global resource that will be solved.
WolvesofZiu 4 Apr, 2017 @ 4:35am 
Any reason why Ai would not develope their planets? They dont remove blockers or upgrade it seems at least in my games making them weak economically mid and late.
infinitevalence 10 Mar, 2017 @ 8:44pm 
You are welcome, and thanks for the mod. It makes the game far more enjoyable not having to constantly juggle sectors and sector governors.
MiSHiMa  [author] 10 Mar, 2017 @ 8:34pm 
I will move the messages referred to bug reports to the post that I created for it, in short it will take 24 hours if you put them here.
MiSHiMa  [author] 10 Mar, 2017 @ 12:33pm 
Thanks for helping me research and solve the problem.
Sticky Wicket 1 Mar, 2017 @ 10:14am 
Thanks for the rapid reply.

Cannot find a leaders folder, is it in the defines? (LUA file whatever that is).

I hear you, just would like to have a few more than I do. I already share them around quite a bit.
MiSHiMa  [author] 1 Mar, 2017 @ 7:04am 
What you have to look for are not governors but leaders, which is the concept where governors, scientists, admirals and generals are included. The initial value of 10 should be increased considerably. But I do not think that it is necessary to have a governor for every planet, the truth is that they only serve for when you are going to build eidifcios, to remove barriers or to improve the level of production of food of a planet in time until you solve the lack of food in said planet. But even this last will change in the new update, since now the food will be globally in the empire as are minerals and energy credits. Of the people I know nobody puts governors on the 5 systems that you can control manually, they only have one at most two, and they move them to where they need to build.
Sticky Wicket 1 Mar, 2017 @ 4:22am 
With no sectors I need more planetary governers. I have been looking to in the files to see where I can slightly increase the number of governers, but cannot find it. Any idea where it is?
MiSHiMa  [author] 19 Feb, 2017 @ 5:09pm 
If it would be nice to remove that message, and some other too. And it would even be necessary that they put others, like when they attack you a station of the type that is, where only they give you a voice announcement. It should appear a message like the others and it will take you to the place of combat like when you have a fleet battle or a planet invasion by your army.
Sticky Wicket 16 Feb, 2017 @ 8:10am 
Would be good to get rid of the warning messages too.
Sticky Wicket 15 Feb, 2017 @ 11:15pm 
Thanks for this, sectors are the worst idea ever in this game.
MiSHiMa  [author] 3 Feb, 2017 @ 3:39am 
If it works correctly, it has been tested in many games and at different times of the games. Do you have the latest version of the game 1.4.1 (1759)? Does it just happen to you with that saved game or with others as well? Is that game started with version 1.4.1 or is it earlier? Because I think it does not work with previous version since it changes the nomenclature of the variables that are used. If you want us to talk more quietly add me as a friend and we can investigate.
iamzid 2 Feb, 2017 @ 1:14pm 
so i subed to the mod, loaded the launcher and selected it, then loaded my current game. once loaded in i deleted all of my sectors and i was making negative 11,000 energy credits per month. isn't this mod supposed to remove the penelty for exceeding the system cap, i don't think it does.